The more AC you get, the more fun DM will get when he dominates your character and sets him on the course of kicking his own party's butt. So I wouldn't mind a player making that armadillo-boy :)
Reminder the build has better saving throws than the Paladin.
The level 20 version of this build with Ring of Protection, Clock of Protection and +6 to all saving throws with Soul of Artifice (If you use the Fighter Initiate feat- or just settle for 26 ac).
Edit: Slight sarcasm- cause this is at level 20 and your probably not making it there. The build sacrifices damage for it though, and this is balanced by it being level 20. By that I mean nothing is balanced at level 20.
I don't know, to say (no magic items) in the title when almost everything you are doing is infusing items, making them magical is not really no magic, but whatever, artificers are fun, I would like to try out armorer.
Warforged get their bonus if they are wearing a suit of armor (used to be they could also get the bonus if they had a shield, the bonus doesn't stack). Since the Artificer is still wearing armor, they still get the bonus.
Yeah without context I can probably see why your confused.
Edit: Actually- I don't think the AC bonus is a part of the wearing armor thing at all. I think it's just a passive boost the Warforged always have regardless of armor/shields.
Edit: Actually- I don't think the AC bonus is a part of the wearing armor thing at all. I think it's just a passive boost the Warforged always have regardless of armor/shields.
Hello, I'd like to introduce you to my friend; Heat Metal
Integrated Protection means you can't remove the armour unless you spend an hour doing it, so you'd better have a friend nearby with a spare counterspell or who can break the caster's concentration.
Infusions are magic items. " At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items."
Basically what you have done is ignore the DM's prerogative to allow/give out magic items, which is kind of what the Artificer is all about.
i agree that thinking you'll get plate mail at level 1 is just silly.
why not a +3 shield...or in that case a +4 shield?
My group often allows Plate at level 1, partly because we often have three players and one DM and partly because we like harder encounters. However, we tend to be stingy with non-infusion magic items. That's why it's noted that you may or may not have Plate at level 1. By level 15, hopefully you have Plate, though...
Infusions are magic items. " At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items."
Basically what you have done is ignore the DM's prerogative to allow/give out magic items, which is kind of what the Artificer is all about.
Yep. As noted in the OP, the only magic items come from the class itself.
However, the build doesn't require any magic items outside the class, so for the sake of brevity in the headline, I just said "no magic items." In other words, you don't need (as I've seen others do) the DM to give you boons and super rare magic items and +3 shields and other stuff you almost certainly won't get.
Rollback Post to RevisionRollBack
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
This is a total tanky build :)
The more AC you get, the more fun DM will get when he dominates your character and sets him on the course of kicking his own party's butt. So I wouldn't mind a player making that armadillo-boy :)
Reminder the build has better saving throws than the Paladin.
The level 20 version of this build with Ring of Protection, Clock of Protection and +6 to all saving throws with Soul of Artifice (If you use the Fighter Initiate feat- or just settle for 26 ac).
Edit: Slight sarcasm- cause this is at level 20 and your probably not making it there. The build sacrifices damage for it though, and this is balanced by it being level 20. By that I mean nothing is balanced at level 20.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
I don't know, to say (no magic items) in the title when almost everything you are doing is infusing items, making them magical is not really no magic, but whatever, artificers are fun, I would like to try out armorer.
I think it's due to the fact that all the magic items are temporary creations from your class abilities rather than permanent items awarded by the GM.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
i agree that thinking you'll get plate mail at level 1 is just silly.
why not a +3 shield...or in that case a +4 shield?
Guide to the Five Factions (PWYW)
Deck of Decks
I believe the shield no longer fits into this build anymore due to the new errata on the Warforged (as of November 2020)? Correct me if I'm wrong.
Ryan (he/him/his)
Extended Signature
Warforged get their bonus if they are wearing a suit of armor (used to be they could also get the bonus if they had a shield, the bonus doesn't stack). Since the Artificer is still wearing armor, they still get the bonus.
Yeah without context I can probably see why your confused.
Edit: Actually- I don't think the AC bonus is a part of the wearing armor thing at all. I think it's just a passive boost the Warforged always have regardless of armor/shields.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
It is now (post ERftLW print).
Hello, I'd like to introduce you to my friend; Heat Metal
Integrated Protection means you can't remove the armour unless you spend an hour doing it, so you'd better have a friend nearby with a spare counterspell or who can break the caster's concentration.
Hello, I'd like to introduce you to my friend, Magic Missile
(armorer is fun, if your not a armorer you can craft a Wand of Magic Missiles)
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Infusions are magic items. " At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items."
Basically what you have done is ignore the DM's prerogative to allow/give out magic items, which is kind of what the Artificer is all about.
Only if you go with the Armorer subclass. Otherwise, you still need the Heavy Armor proficiency.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
My group often allows Plate at level 1, partly because we often have three players and one DM and partly because we like harder encounters. However, we tend to be stingy with non-infusion magic items. That's why it's noted that you may or may not have Plate at level 1. By level 15, hopefully you have Plate, though...
Yep. As noted in the OP, the only magic items come from the class itself.
However, the build doesn't require any magic items outside the class, so for the sake of brevity in the headline, I just said "no magic items." In other words, you don't need (as I've seen others do) the DM to give you boons and super rare magic items and +3 shields and other stuff you almost certainly won't get.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
That post was in reply to a post by you suggesting a build using the Armorer subclass.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.